texturing arrayed object without tiling
You can use multiple UV maps. Add new UV map:
then select your new UV map and go to UV editing layout. Unwrap your mesh and then scale all faces except those you want to have more textures down to zero and place them on the side of the UV map: in this case they are those points on the sides, I gave them a little offset, so that the would be more visible. You need to make those parts, you don't want to have any further texture on some place, where the second texture is transparent. In this picture the only the not black parts are visible, so could I put them anywhere near the edge (I then used the same texture for mix shader factor with black parts for the first texture and white parts for the second texture. That's why I have there the hue/saturation and the brightness/contrast nodes. This is what my second texture looks like (maybe it's bit different, I didn't save the .blend file and I have quite a few of these pictures):) When making the material, in the texture vector input plug UV coordinate your first UV map for the general texture and for each other you have to have another UV map node (please see the picture with the node tree, that should make it a bit clearer). Add new shader for each detail you want to add and mix them using mix shader and a black and white texture for factor (I generated mine right in the node tree from the texture I use for detail, just by decreasing saturation down to zero and enhancing the contrast - white parts will have the second texture added).   the white spot is, where the detail is (tho bottom texture is just basic wave texture and the second one is picture of a solar eclipse (above), it was first I found that could be used)
I hope this is clear enough, if not, ask in the comment.
And I almost forgot to say I am using cycles.

node tree : diffuse shader with texture as color; mixed with another diffuse shader with texture as color using the secnod texture as factor for the mix node (I'm not sure what would happen if you used colored texture, I use black and white (hue/saturation node + brightness/contrast node to decolor it). black and white defines here, where the first texture is visible and where the second (grey wold mix them together)
this is what you should see, when you open node editor with a basic textured mterial:

use wheel to zoom in, shift a to add node and use mouse to connect those together.